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Five Nations
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<blockquote data-quote="John Cooper" data-source="post: 2607697" data-attributes="member: 24255"><p><strong>FIVE NATIONS</strong></p><p>By Bill Slavicsek, David Noonan, and Christopher Perkins</p><p>Wizards of the Coast product number 178680000</p><p>160 pages, $29.95</p><p></p><p><em>Five Nations</em> is one of the more recent books in the Eberron series, and to tell the truth, I didn't expect to enjoy it very much. Not because I'm not a fan of the Eberron series - quite the contrary, I really like much of what they've done with the campaign world - but because this looked to be specifically the kind of detailed look at the specific geographical areas of a given game world that I've always found to be very dry reading. Given that, it's a small wonder that I opted to review <em>Explorer's Handbook</em> before tackling this one.</p><p></p><p>Fortunately, I was pleasantly surprised on several counts.</p><p></p><p>The cover artwork is once again an action scene by Wayne Reynolds chopped into pieces and reassembled across the front and back covers (with some chunks in color and others in black-and-white), with the original, full-color piece reproduced on pages 2-3 in the book itself. While I didn't like this particular piece as much as I did Wayne's piece for <em>Explorer's Handbook</em>, this one still has much to offer - this time, it's a band of adventurers fighting off various undead (which is always cool, and we can always count on Wayne to produce creepy-looking undead), and my favorite figure in the scene is the one chosen to highlight the front cover, the male paladin. Detail is excellent on his intricately-carved armor, and Wayne cuts no corners on the details of the armor of the other figures in the piece - even the female monk gets some intricate sleeves on her otherwise simple attire.</p><p></p><p>The interior artwork consists of 47 full-color illustrations by 10 artists and 11 full-color maps by cartographers Dennis Kauth and Rob Lazzaretti. My two favorite pieces in this book are James Zeng's painting of Queen Aurala of Aundair on page 22 and his steel kraken on page 93. The rest of the artwork is pretty good, but overall not as good as I've seen in other Eberron books (and it still seems like the worst art is relegated to the full-page "comic book style" paintings).</p><p></p><p>As you might have guessed by the title, <em>Five Nations</em> is a close look at the five nations on the continent of Khorvaire that were involved in the Last War. The book is laid out rather simply, with a quick, 5-page introduction and then five chapters detailing the five nations in question: Aundair, Breland, Cyre/The Mournland, Karrnath, and Thrane. We learn a brief history of each country, get stats for its rulers and other important personages, learn details about some of the prominent organizations that have arisen in each country, and also get brief descriptions of several geographical locations in each. On top of that, each country gets a bunch of "extras" thrown in for good measure - sometimes it's monster stats for creatures that roam the countryside, or a prestige class local to that country, or a handful of new spells, or whatnot. All in all, I was pleasantly surprised at how interesting the authors made this stuff, as I'm generally bored stiff reading through this type of material.</p><p></p><p>Of course, it helps that the general quality of the proofreading and editing was very high. <em>Five Nations</em> is back up to the top of Wizards-level quality in those areas, with only a few mistakes that got past editors Bill Slavicsek, James Wyatt, and Kim Mohan. Examples include forgetting to capitalize a size category, the "colored stripes" in two different tables (that differentiate where specific entries begin and end) missing the second line of an entry, those same two tables cutting off the final line of their last entries in column 2, a couple instances of misalphabetization, a governor prince that should have been a governor-princess, a sentence missing a word, a spell name not being italicized, one sentence having the word "often" once too often, and a "2" in a table not being in superscript (like "1" was before it). As far as misspelled words, there was only one that I saw: "Argentum" (an organization) was once spelled "Agrentum."</p><p></p><p>Finally, there was only one logical flaw that I picked up on: the Crying Fields, a haunted battlefield, has its ghosts reenact the battles where they died "on nights when the moon is full." Mention is made several times of "the full moon" - yet Eberron has 12 moons! Nowhere does it mention if the Crying Field is tied in to one specific moon, or if any full moon will do.</p><p></p><p>Then we come to the creature stats. Here we have the biggest flaw with <em>Five Nations</em> as a whole, for there are entirely too many errors in this department for me to be entirely comfortable with. I expect much better from development manager Jesse Decker and developers Bill Slavicsek and James Wyatt. Here's my recommended "unofficial errata" section for <em>Five Nations</em>: <ul> <li data-xf-list-type="ul">pp. 22-23, <strong>Queen Aurala, female human aristocrat 8:</strong> I'm not sure where the <em>Diani's enchanted gown +3</em> is from (it's certainly not detailed in this book, although Queen Diani's stats are on page 140 and even she's not wearing one of these gowns), but if we assume that it grants a +3 armor bonus (which is the only way I can see to get to Queen Aurala's AC 16 as listed), then her touch AC should be 12, not 13 (+1 Dex, +1 <em>ring of protection</em>). <em>+1 dagger</em> attacks should be at +7/+2, not just +7 (she's of high enough level to get iterative attacks, and the new <em>DMG II</em>-style stat block no longer breaks the attacks down to "Attack" and "Full Attack" - it just goes straight to the full attack mode).</li> <li data-xf-list-type="ul">p. 24, <strong>Margana Corleis, female human wizard 11:</strong> With Int 19, she should know 4 bonus languages, not just the 2 listed. Flat-footed AC should be 14, not 15 (+4 <em>mage armor</em>). Spells/day should be 4/5/5/5/4/2/1, not 5/6/6/6/5/3/2 (4/4/4/4/3/2/1 as a Wiz11, plus 0/1/1/1/1/0/0 for having a 19 Int). She should have 8 feats, not 6 (4 as an 11th-level character, +1 as a human, +3 bonus feats as an 11th-level wizard).</li> <li data-xf-list-type="ul">pp. 44-45, <strong>Lieutenant Bara Mernu, female human fighter 1/wizard 5/knight phantom 4:</strong> Initiative should be +5, not +4 (+1 Dex, +4 Improved Initiative). With 19 Int, she should know 4 bonus languages, not just 2. Spells/day should be 4/5/4/4/3, not 5/5/4/4/4 (4/4/3/3/2 as a Wiz8 - Wiz5 plus 3 spellcasting levels as a KnP4 - plus 0/1/1/1/1 for having a 19 Int). She should have 8 feats, not 7 (4 as a 10th-level character, +1 as a human, +1 as a Ftr1, +2 as a Wiz5). Finally, there are no familiar stats provided, although her "Special Qualities" line confirms she has one.</li> <li data-xf-list-type="ul">p. 58, <strong>King Boranel, male human aristocrat 3/fighter 8:</strong> Initiative should be +2, not +1 (+2 Dex). Flat-footed AC should be 23, not 25 (+9 <em>+1 mithral full plate</em>, +3 <em>+1 heavy steel shield</em>, +1 <em>amulet of protection</em>). Fort should be +9, not +10 (+1 as an Ari3, +6 as a Ftr8, +1 Con, +1 <em>cloak of resistance</em>). Ref should be +6, not +5 (+1 as an Ari3, +2 as a Ftr8, +2 Dex, +1 cloak). <em>+1 composite longbow</em> attacks should be at +13/+8 ranged, not +12/+7 (+10 BAB, +2 Dex, +1 magic weapon bonus).</li> <li data-xf-list-type="ul">p. 58, <strong>Moonwatcher, male magebred heavy warhorse:</strong> Base speed should be 60 ft., not 50 ft. Hoof attacks should be at +7 melee, not +8 (+3 BAB, -1 size, +5 Str). Bite attacks should be at +2 melee, not +3 (+3 BAB, -1 size, +5 Str, -5 for a secondary attack).</li> <li data-xf-list-type="ul">p. 59, <strong>Three, male personality warforged fighter 3/paladin 5:</strong> Masterwork light crossbow attacks should be at +9 ranged, not +8 (+8 BAB, +0 Dex, +1 masterwork).</li> <li data-xf-list-type="ul">p. 60, <strong>Haydith ir'Wynarn, female human aristocrat 1:</strong> AC should be 12, not 19 (+2 Dex). Flat-footed AC should be 10, not 19.</li> <li data-xf-list-type="ul">pp. 73-74, <strong>Aron "Sharpsword" Fainn, male human rogue 2/fighter 4/Dark Lantern 4:</strong> Ref should be +12, not +10 (+3 as a Rog2, +1 as a Ftr4, +4 as a DkL4, +2 Dex, +2 <em>cloak of resistance</em>). Will should be +3, not +4 (+0 as a Rog2, +1 as a Ftr4, +1 as a DkL4, -1 Wis, +2 cloak).</li> <li data-xf-list-type="ul">p. 74, <strong>Magebred Brown Bear:</strong> Claw attacks should be at +12 melee, not +13 (or +14 as listed under Full Attack) (+4 BAB, -1 size, +9 Str). Claw damage should be 2d6+9, not 1d8+9 (due to the Improved Natural Attack feat).</li> <li data-xf-list-type="ul">pp. 84-85, <strong>The Lord of Blades, warforged fighter 2/artificer 5/warforged juggernaut 5:</strong> Initiative should be +2, not +1 (+2 Dex). Masterwork composite longbow attacks should be at +11/+6 ranged, not +12/+7 (+8 BAB, +2 Dex, +1 masterwork - he doesn't also get the +1 bonus for <em>+1 bane arrows</em> since he gets a +1 for the longbow itself). Infusions/day should be 4/4/1, not 3/3/1 (3/3/1 as an Art5, plus 1/1/0 for having Int 14).</li> <li data-xf-list-type="ul">p. 86, <strong>Hilt and Pommel, advanced homunculi:</strong> Speed should be "20 ft. (4 squares)," not "15 ft. (3 squares)," and "fly 50 ft. (good)," not "40 ft. (good)" - studded leather armor confers no speed penalties. BAB should be +7 (as 10-HD constructs), not +5. Grapple should be +4, not +0 (+7 BAB, -4 size, +1 Str). Bite attacks should be at +9 melee, not +7 (+7 BAB, +1 size, +1 Str). Finally, I see no reason why these two have Cha 2 when standard homunculi have Cha 7.</li> <li data-xf-list-type="ul">p. 90, <strong>Mirasandra ir'Tharar, female half-elf aristocrat 4/ranger 2/Cyran avenger 3:</strong> Will should be +7 (+9 against enchantments), not +7 (+8 against enchantments) - half-elves (like elves) gain a +2 racial bonus against enchantments. BAB should be +8, not +8/+3. Likewise, Grapple should be +7, not +7/+2. Avenging strike should be 3/day, not 2/day (+3 Cha), and it should add +3 to hit, not +2 (also due to a +3 Cha).</li> <li data-xf-list-type="ul">p. 92, <strong>Shroud of Death and Despair:</strong> No Alignment is given; presumably it's "Always neutral." Since <em>finger of death</em> is a 7th-level wizard spell and <em>crushing despair</em> is a 4th-level wizard spell, this living spell's deflection bonus should be +11 (7+4), not +9; thus, AC should be 23, not 21 (-2 size, +4 Dex, +11 deflection) and flat-footed AC should be 19, not 17.</li> <li data-xf-list-type="ul">p. 93, <strong>Steel Kraken:</strong> No Alignment is given; presumably it's "Always neutral." Initiative should be +1, not +4 (+1 Dex).</li> <li data-xf-list-type="ul">pp. 104-105, <strong>King Kaius, male human vampire aristocrat 2/fighter 11:</strong> Initiative should be +10, not +8 (+6 Dex, +4 Improved Initiative). With Int 20, he should speak 5 bonus languages, not just 4. Touch AC should be 19, not 16 (+6 Dex, +3 <em>ring of protection</em>). <s>Flat-footed AC should be 35, not 38 (+6 natural, +11 <em>+3 glamered mithral full plate</em>, +5 <em>winged shield</em>, +3 <em>ring of protection</em>) - I think the problem here is that Kaius wears <em>+3 bracers of natural armor</em> that do nothing for him since, as a vampire, he has a +6 natural armor bonus, and the developers just added both natural armor bonuses together.</s> [edit: I goofed on this one - see comments below for details] <em>Sword of life stealing</em> damage should be 1d8+<u>10</u>/<u>17</u>-20, not 1d8+6/19-20 (+6 Str, +2 Weapon Specialization, +2 magic weapon bonus, and Improved Critical to top it off). The Will save against his dominate ability should be DC 24, not DC 22 (they forgot to factor in the Ability Focus (dominate) feat).</li> <li data-xf-list-type="ul">p. 105, <strong>Regent Moranna ir'Wynarn, female human vampire aristocrat 4/wizard 5:</strong> This one's easy: They didn't even do up a stat block for her at all! This is especially a bummer, since PCs would be dealing with her face-to-face much more frequently than they would with King Kaius himself. And they apparently had at least intended to give her the full stat block treatment, since they used the same font size and style that they do only for those who have stat blocks. I wonder what happened - did it get overlooked, or pulled due to space considerations?</li> <li data-xf-list-type="ul">p. 116, <strong>Skeletal Steed:</strong> BAB should be +2 (as a 4-HD undead), not +3. Grapple should be +10, not +11 (+2 BAB, +4 size, +4 Str).</li> <li data-xf-list-type="ul">pp. 121-122, <strong>Madox Kaminarr, male human paladin 4/bone knight 6:</strong> BAB should be +8, not +9 (+4 as a Pal4, +4 as a BKn6). Grapple should be +11, not +12 (+8 BAB, +3 Str). <em>+1 bonecraft greatsword</em> attacks should be at +13/+8 melee, not +14/+9 (+8 BAB, +3 Str, +1 Weapon Focus, +1 magic weapon bonus). Masterwork bonecraft heavy crossbow attacks should be at +8 ranged, not +9/+4 (+8 BAB, -1 Dex, +1 masterwork, and it takes a full round to reload a heavy crossbow so there should be no iterative attacks with such a weapon). Spells/day should be 2/0, not 2/1 (as a Pal9 - Pal4 plus 5 spellcasting levels as a BKn6 - he gets 1/0, plus 1/0 for having a Wis 13). Caster Level should be 4th, not 5th (he's traeted as a Pal9, half of which = 4.5 = 4).</li> <li data-xf-list-type="ul">p. 122, <strong>Madox's Skeletal Steed:</strong> Fort should be +9, not +10 (+4 as a Pal4, +5 as a BKn6, +0 Con).</li> <li data-xf-list-type="ul">p. 122, <strong>Dire Wolf Skeletons:</strong> Ref should be +5, not +4 (+2 as a 6-HD undead, +3 Dex).</li> <li data-xf-list-type="ul">pp. 122-123, <strong>Karrnathi Bulette:</strong> Bull rush attacks should be at +14 melee, not +15 (+9 BAB, -2 size, +7 Str). Ref should be +7, not +8 (+6 as a 9-HD magical beast, +1 Dex). Advancement is listed as "10-16 HD (Huge), 21-27 HD (Gargantuan)" - that should be "17-27 HD" for Gargantuan size. Disease Fort save should be DC 19, not DC 15 (10+4+5).</li> <li data-xf-list-type="ul">p. 124, <strong>Madborn Half-Elf, 3rd-level Ranger:</strong> First of all, the "Sample Madborn" description above the stat block calls this guy a "3rd-level half-elf commoner" instead of a ranger. Longsword damage should be 1d8+7/19-20, not 1d8+10/19-20 (1.5 times +3 Str [for wielding the longsword in two hands] = +4, +3 Power Attack).</li> <li data-xf-list-type="ul">p. 141, <strong>Dzarro Silvervein, male dwarf fighter 8:</strong> <em>+1 dwarven waraxe</em> damage should be 1d10+6/x3, not 1d10+5/x3 (+3 Str, +2 Weapon Specialization, +1 magic weapon bonus). Masterwork light crossbow attacks should be at +9 ranged, not +8 (+8 BAB, +0 Dex, +1 masterwork).</li> <li data-xf-list-type="ul">p. 141, <strong>Captain Malik Otherro, male human paladin 8:</strong> <em>+1 composite longbow</em> damage should be 1d8+3/x3, not 1d8+2/x3 (+2 Str, +1 magic weapon bonus). Turn undead turning damage should be 2d6+8, not 2d6+4 (Pal8 - 3 = +5, +3 Cha = +8). Caster Level for turning should be 5th, not 1st. <em>+1 merciful greatsword</em> damage should be 3d6+4 nonlethal/19-20, not 2d6+4/19-20 (although since both are options with the merciful weapon quality, perhaps it would be best to list both as possibilities).</li> <li data-xf-list-type="ul">pp. 141-142, <strong>Thaedrar, magebred heavy warhorse:</strong> Initiative should be +2, not +1 (+2 Dex). Fort should be +11, not +9 (+6 as an 8-HD animal, +5 Con). Ref should be +8, not +6 (+6 as an 8-HD animal, +2 Dex). 50 ft. does not equal 8 squares! (The speed entry should read "40 ft. (8 squares) in chainmail barding, base speed 50 ft." - not base speed 60 ft., as listed, as this magebred animal is of the tracking breed, not the swift breed). BAB should be +6 (as an 8-HD animal), not +3. Grapple should be +16, not +13 (+6 BAB, +4 size, +6 Str). Hoof attacks should be at +11 melee, not +8 (+6 BAB, -1 size, +6 Str). Bite attacks should be at +6 melee, not +3 (+6 BAB, -1 size, +6 Str, -5 for a secondary attack). With 8 HD, it should have 3 feats (plus the 1 bonus feat as a magebred animal), not just 2 plus the bonus one.</li> <li data-xf-list-type="ul">p. 142, <strong>High Cardinal Krozen, male human cleric 12:</strong> AC should be 18, not 21 (-1 Dex, +5 <em>bracers of armor</em>, +4 <em>+2 heavy steel shield</em>). Flat-footed AC should be 18, not 21. Speed should be 30 ft., not 20 ft., as no armor is being worn that would drag down his movement rate. Finally, the Special Qualities line, which denotes a moderate aura of evil, should state "(temporarily suppressed by <em>undetectable alignment</em> spell)" at the end as it's been annotated that the spell has already been cast.</li> <li data-xf-list-type="ul">p. 154, <strong>Kieran ir'Talar, male human wizard 5/cleric 1/silver pyromancer 2:</strong> With Int 17, he should know 3 bonus languages. Touch AC should be 11, not 15 (he doesn't get the +4 armor bonus for <em>mage armor</em>, just the +1 Dex). Will should be +11, not +9 (+4 as a Wiz5, +2 as a Clr1, +3 as a SPy2, +2 Wis). Masterwork dagger attacks should be at +3 melee, not +2 (+3 BAB, -1 Str, +1 masterwork). Wizard spells/day should be 4/4/4/3, not 4/4/3/3 (4/3/3/2 as a Wiz6 - Wiz5 plus one arcane spellcasting level as a SPy2 - plus 0/1/1/1 for having 17 Int). Caster Level should be 6th, not 5th. No familiar stats are provided, although his stat block says he has one. Purge undead Will save should be DC 13, not DC 14 (10+3+0).</li> <li data-xf-list-type="ul">p. 156, <strong>Wingwyrd:</strong> Grapple should be +5, not +4 (+3 BAB, +2 Str).</li> </ul><p>That comes to a total of 28 stat blocks out of the 37 in the book that had problems with them, or nearly 76% of them. (Or, if we drop the missing Regent Moranna ir'Wynarn stats from the equation, we get 27 out of 36, or an even 75%.) Definitely not good by any stretch of the term, and actually <em>worse</em> than the last two Wizards of the Coast books I've reviewed. (I suppose I should just draw comfort from the fact that at least the developers have mastered the concept of uncanny dodge...or perhaps there were just less NPCs with that ability in this book.)</p><p></p><p>Getting past the numerous stat block errors, though, there's a lot to like about <em>Five Nations</em>. If you're running an Eberron campaign, this book will really give you the details you need to make each nation seem like a distinct entity; not only does each chapter provide the DM (and players) with the important differences between the five nations, but there are all sorts of little things thrown in, like sample names from each country, common phrases and sayings, and even an "interview with a man (or woman) in the street" detailing what the average person of nation A thinks of nations B, C, D, and E (and a couple extra nearby nations as well).</p><p></p><p>That was another thing I noticed while reading through <em>Five Nations</em>: whoever decided on the names of the rulers opted to make it easy on us all, because more times than not the name of the leader of the nation begins with the same letter as the nation itself. Thus, Queen <u>A</u>urala leads <u>A</u>undair, King <u>B</u>oranel leads <u>B</u>reland, and King <u>K</u>aius leads <u>K</u>arrnath. While it doesn't hold true for the leaders of Thrane and what was once Cyre, I appreciate the mnemonic memory assistance nevertheless.</p><p></p><p>Other cool things I noticed: the Floating Towers of Arcanix seem to have quite a lot in common with Hogwarts (of Harry Potter fame). First, it's the location of the college of wizardry, where they train students in the arcane arts, just as Hogwarts is where students of the wizardling world go to become wizards and witches. Just as Hogwarts has its four rival Houses - Gryffindor, Slytherin, Ravenclaw, and Hufflepuff - Arcanix has four separate floating buildings, Glarehold, Amberwall, Nocturnas, and Skyreach. Both Arcanix and Hogwarts have building interiors that constantly rearrange their architectures, and in both are liable to be found dangerous creatures roaming the halls. Oh, and there's also a hippogriff stables at Arcanix, so those who can't fly of their own accord (they're called "muggles" in the Potterverse) can access the floating towers. About all that's missing is a quiddich field!</p><p></p><p><em>Five Nations</em> will be especially useful to those who enjoy running an intrigue-based campaign, as each of the five nations has their own "secret service" sort of organization, devoted to finding out what they can about the other nations and going on missions in the nation's best interests. While some of these secret orders end up with their own specific prestige classes and other have a much looser organization, the book has everything needed to run such spy-type groups.</p><p></p><p>I also liked how each section has an "Adaptation" section so you can tweak it easily into your own Eberron (or homebrewed) game. Don't like the idea of silver pyromancers combining fire magic and holy power? The concept works just as well using cold spells and chaos magic. Want a psionics-based organization? Tweak the Cyran Avenger prestige class to create Kalashtar Mindstalkers. This "toolbox approach" really helps make <em>Five Nations</em> more versatile.</p><p></p><p>In conclusion, while (once again) I was very disappointed in the quality of the stat blocks, in this case they don't have as direct a bearing on the material (unlike, say, the <em>Explorer's Handbook</em>, where its mini-adventures are intended to pretty much be dropped as written into a campaign). <em>Five Nations</em> is much more at the "background material" end of things, and as such I won't allow the poor stat blocks to drag down my review score as much as I would if the book were otherwise. That means I'm going to go with a final rating of a fairly low "4 (Good)," and just keep my fingers crossed that Wizards will have its developers spend a bit more time on stat blocks in the future.</p></blockquote><p></p>
[QUOTE="John Cooper, post: 2607697, member: 24255"] [b]FIVE NATIONS[/b] By Bill Slavicsek, David Noonan, and Christopher Perkins Wizards of the Coast product number 178680000 160 pages, $29.95 [i]Five Nations[/i] is one of the more recent books in the Eberron series, and to tell the truth, I didn't expect to enjoy it very much. Not because I'm not a fan of the Eberron series - quite the contrary, I really like much of what they've done with the campaign world - but because this looked to be specifically the kind of detailed look at the specific geographical areas of a given game world that I've always found to be very dry reading. Given that, it's a small wonder that I opted to review [i]Explorer's Handbook[/i] before tackling this one. Fortunately, I was pleasantly surprised on several counts. The cover artwork is once again an action scene by Wayne Reynolds chopped into pieces and reassembled across the front and back covers (with some chunks in color and others in black-and-white), with the original, full-color piece reproduced on pages 2-3 in the book itself. While I didn't like this particular piece as much as I did Wayne's piece for [i]Explorer's Handbook[/i], this one still has much to offer - this time, it's a band of adventurers fighting off various undead (which is always cool, and we can always count on Wayne to produce creepy-looking undead), and my favorite figure in the scene is the one chosen to highlight the front cover, the male paladin. Detail is excellent on his intricately-carved armor, and Wayne cuts no corners on the details of the armor of the other figures in the piece - even the female monk gets some intricate sleeves on her otherwise simple attire. The interior artwork consists of 47 full-color illustrations by 10 artists and 11 full-color maps by cartographers Dennis Kauth and Rob Lazzaretti. My two favorite pieces in this book are James Zeng's painting of Queen Aurala of Aundair on page 22 and his steel kraken on page 93. The rest of the artwork is pretty good, but overall not as good as I've seen in other Eberron books (and it still seems like the worst art is relegated to the full-page "comic book style" paintings). As you might have guessed by the title, [i]Five Nations[/i] is a close look at the five nations on the continent of Khorvaire that were involved in the Last War. The book is laid out rather simply, with a quick, 5-page introduction and then five chapters detailing the five nations in question: Aundair, Breland, Cyre/The Mournland, Karrnath, and Thrane. We learn a brief history of each country, get stats for its rulers and other important personages, learn details about some of the prominent organizations that have arisen in each country, and also get brief descriptions of several geographical locations in each. On top of that, each country gets a bunch of "extras" thrown in for good measure - sometimes it's monster stats for creatures that roam the countryside, or a prestige class local to that country, or a handful of new spells, or whatnot. All in all, I was pleasantly surprised at how interesting the authors made this stuff, as I'm generally bored stiff reading through this type of material. Of course, it helps that the general quality of the proofreading and editing was very high. [i]Five Nations[/i] is back up to the top of Wizards-level quality in those areas, with only a few mistakes that got past editors Bill Slavicsek, James Wyatt, and Kim Mohan. Examples include forgetting to capitalize a size category, the "colored stripes" in two different tables (that differentiate where specific entries begin and end) missing the second line of an entry, those same two tables cutting off the final line of their last entries in column 2, a couple instances of misalphabetization, a governor prince that should have been a governor-princess, a sentence missing a word, a spell name not being italicized, one sentence having the word "often" once too often, and a "2" in a table not being in superscript (like "1" was before it). As far as misspelled words, there was only one that I saw: "Argentum" (an organization) was once spelled "Agrentum." Finally, there was only one logical flaw that I picked up on: the Crying Fields, a haunted battlefield, has its ghosts reenact the battles where they died "on nights when the moon is full." Mention is made several times of "the full moon" - yet Eberron has 12 moons! Nowhere does it mention if the Crying Field is tied in to one specific moon, or if any full moon will do. Then we come to the creature stats. Here we have the biggest flaw with [i]Five Nations[/i] as a whole, for there are entirely too many errors in this department for me to be entirely comfortable with. I expect much better from development manager Jesse Decker and developers Bill Slavicsek and James Wyatt. Here's my recommended "unofficial errata" section for [i]Five Nations[/i]:[list][*]pp. 22-23, [b]Queen Aurala, female human aristocrat 8:[/b] I'm not sure where the [i]Diani's enchanted gown +3[/i] is from (it's certainly not detailed in this book, although Queen Diani's stats are on page 140 and even she's not wearing one of these gowns), but if we assume that it grants a +3 armor bonus (which is the only way I can see to get to Queen Aurala's AC 16 as listed), then her touch AC should be 12, not 13 (+1 Dex, +1 [i]ring of protection[/i]). [i]+1 dagger[/i] attacks should be at +7/+2, not just +7 (she's of high enough level to get iterative attacks, and the new [i]DMG II[/i]-style stat block no longer breaks the attacks down to "Attack" and "Full Attack" - it just goes straight to the full attack mode). [*]p. 24, [b]Margana Corleis, female human wizard 11:[/b] With Int 19, she should know 4 bonus languages, not just the 2 listed. Flat-footed AC should be 14, not 15 (+4 [i]mage armor[/i]). Spells/day should be 4/5/5/5/4/2/1, not 5/6/6/6/5/3/2 (4/4/4/4/3/2/1 as a Wiz11, plus 0/1/1/1/1/0/0 for having a 19 Int). She should have 8 feats, not 6 (4 as an 11th-level character, +1 as a human, +3 bonus feats as an 11th-level wizard). [*]pp. 44-45, [b]Lieutenant Bara Mernu, female human fighter 1/wizard 5/knight phantom 4:[/b] Initiative should be +5, not +4 (+1 Dex, +4 Improved Initiative). With 19 Int, she should know 4 bonus languages, not just 2. Spells/day should be 4/5/4/4/3, not 5/5/4/4/4 (4/4/3/3/2 as a Wiz8 - Wiz5 plus 3 spellcasting levels as a KnP4 - plus 0/1/1/1/1 for having a 19 Int). She should have 8 feats, not 7 (4 as a 10th-level character, +1 as a human, +1 as a Ftr1, +2 as a Wiz5). Finally, there are no familiar stats provided, although her "Special Qualities" line confirms she has one. [*]p. 58, [b]King Boranel, male human aristocrat 3/fighter 8:[/b] Initiative should be +2, not +1 (+2 Dex). Flat-footed AC should be 23, not 25 (+9 [i]+1 mithral full plate[/i], +3 [i]+1 heavy steel shield[/i], +1 [i]amulet of protection[/i]). Fort should be +9, not +10 (+1 as an Ari3, +6 as a Ftr8, +1 Con, +1 [i]cloak of resistance[/i]). Ref should be +6, not +5 (+1 as an Ari3, +2 as a Ftr8, +2 Dex, +1 cloak). [i]+1 composite longbow[/i] attacks should be at +13/+8 ranged, not +12/+7 (+10 BAB, +2 Dex, +1 magic weapon bonus). [*]p. 58, [b]Moonwatcher, male magebred heavy warhorse:[/b] Base speed should be 60 ft., not 50 ft. Hoof attacks should be at +7 melee, not +8 (+3 BAB, -1 size, +5 Str). Bite attacks should be at +2 melee, not +3 (+3 BAB, -1 size, +5 Str, -5 for a secondary attack). [*]p. 59, [b]Three, male personality warforged fighter 3/paladin 5:[/b] Masterwork light crossbow attacks should be at +9 ranged, not +8 (+8 BAB, +0 Dex, +1 masterwork). [*]p. 60, [b]Haydith ir'Wynarn, female human aristocrat 1:[/b] AC should be 12, not 19 (+2 Dex). Flat-footed AC should be 10, not 19. [*]pp. 73-74, [b]Aron "Sharpsword" Fainn, male human rogue 2/fighter 4/Dark Lantern 4:[/b] Ref should be +12, not +10 (+3 as a Rog2, +1 as a Ftr4, +4 as a DkL4, +2 Dex, +2 [i]cloak of resistance[/i]). Will should be +3, not +4 (+0 as a Rog2, +1 as a Ftr4, +1 as a DkL4, -1 Wis, +2 cloak). [*]p. 74, [b]Magebred Brown Bear:[/b] Claw attacks should be at +12 melee, not +13 (or +14 as listed under Full Attack) (+4 BAB, -1 size, +9 Str). Claw damage should be 2d6+9, not 1d8+9 (due to the Improved Natural Attack feat). [*]pp. 84-85, [b]The Lord of Blades, warforged fighter 2/artificer 5/warforged juggernaut 5:[/b] Initiative should be +2, not +1 (+2 Dex). Masterwork composite longbow attacks should be at +11/+6 ranged, not +12/+7 (+8 BAB, +2 Dex, +1 masterwork - he doesn't also get the +1 bonus for [i]+1 bane arrows[/i] since he gets a +1 for the longbow itself). Infusions/day should be 4/4/1, not 3/3/1 (3/3/1 as an Art5, plus 1/1/0 for having Int 14). [*]p. 86, [b]Hilt and Pommel, advanced homunculi:[/b] Speed should be "20 ft. (4 squares)," not "15 ft. (3 squares)," and "fly 50 ft. (good)," not "40 ft. (good)" - studded leather armor confers no speed penalties. BAB should be +7 (as 10-HD constructs), not +5. Grapple should be +4, not +0 (+7 BAB, -4 size, +1 Str). Bite attacks should be at +9 melee, not +7 (+7 BAB, +1 size, +1 Str). Finally, I see no reason why these two have Cha 2 when standard homunculi have Cha 7. [*]p. 90, [b]Mirasandra ir'Tharar, female half-elf aristocrat 4/ranger 2/Cyran avenger 3:[/b] Will should be +7 (+9 against enchantments), not +7 (+8 against enchantments) - half-elves (like elves) gain a +2 racial bonus against enchantments. BAB should be +8, not +8/+3. Likewise, Grapple should be +7, not +7/+2. Avenging strike should be 3/day, not 2/day (+3 Cha), and it should add +3 to hit, not +2 (also due to a +3 Cha). [*]p. 92, [b]Shroud of Death and Despair:[/b] No Alignment is given; presumably it's "Always neutral." Since [i]finger of death[/i] is a 7th-level wizard spell and [i]crushing despair[/i] is a 4th-level wizard spell, this living spell's deflection bonus should be +11 (7+4), not +9; thus, AC should be 23, not 21 (-2 size, +4 Dex, +11 deflection) and flat-footed AC should be 19, not 17. [*]p. 93, [b]Steel Kraken:[/b] No Alignment is given; presumably it's "Always neutral." Initiative should be +1, not +4 (+1 Dex). [*]pp. 104-105, [b]King Kaius, male human vampire aristocrat 2/fighter 11:[/b] Initiative should be +10, not +8 (+6 Dex, +4 Improved Initiative). With Int 20, he should speak 5 bonus languages, not just 4. Touch AC should be 19, not 16 (+6 Dex, +3 [i]ring of protection[/i]). [S]Flat-footed AC should be 35, not 38 (+6 natural, +11 [i]+3 glamered mithral full plate[/i], +5 [i]winged shield[/i], +3 [i]ring of protection[/i]) - I think the problem here is that Kaius wears [i]+3 bracers of natural armor[/i] that do nothing for him since, as a vampire, he has a +6 natural armor bonus, and the developers just added both natural armor bonuses together.[/S] [edit: I goofed on this one - see comments below for details] [i]Sword of life stealing[/i] damage should be 1d8+[u]10[/u]/[u]17[/u]-20, not 1d8+6/19-20 (+6 Str, +2 Weapon Specialization, +2 magic weapon bonus, and Improved Critical to top it off). The Will save against his dominate ability should be DC 24, not DC 22 (they forgot to factor in the Ability Focus (dominate) feat). [*]p. 105, [b]Regent Moranna ir'Wynarn, female human vampire aristocrat 4/wizard 5:[/b] This one's easy: They didn't even do up a stat block for her at all! This is especially a bummer, since PCs would be dealing with her face-to-face much more frequently than they would with King Kaius himself. And they apparently had at least intended to give her the full stat block treatment, since they used the same font size and style that they do only for those who have stat blocks. I wonder what happened - did it get overlooked, or pulled due to space considerations? [*]p. 116, [b]Skeletal Steed:[/b] BAB should be +2 (as a 4-HD undead), not +3. Grapple should be +10, not +11 (+2 BAB, +4 size, +4 Str). [*]pp. 121-122, [b]Madox Kaminarr, male human paladin 4/bone knight 6:[/b] BAB should be +8, not +9 (+4 as a Pal4, +4 as a BKn6). Grapple should be +11, not +12 (+8 BAB, +3 Str). [i]+1 bonecraft greatsword[/i] attacks should be at +13/+8 melee, not +14/+9 (+8 BAB, +3 Str, +1 Weapon Focus, +1 magic weapon bonus). Masterwork bonecraft heavy crossbow attacks should be at +8 ranged, not +9/+4 (+8 BAB, -1 Dex, +1 masterwork, and it takes a full round to reload a heavy crossbow so there should be no iterative attacks with such a weapon). Spells/day should be 2/0, not 2/1 (as a Pal9 - Pal4 plus 5 spellcasting levels as a BKn6 - he gets 1/0, plus 1/0 for having a Wis 13). Caster Level should be 4th, not 5th (he's traeted as a Pal9, half of which = 4.5 = 4). [*]p. 122, [b]Madox's Skeletal Steed:[/b] Fort should be +9, not +10 (+4 as a Pal4, +5 as a BKn6, +0 Con). [*]p. 122, [b]Dire Wolf Skeletons:[/b] Ref should be +5, not +4 (+2 as a 6-HD undead, +3 Dex). [*]pp. 122-123, [b]Karrnathi Bulette:[/b] Bull rush attacks should be at +14 melee, not +15 (+9 BAB, -2 size, +7 Str). Ref should be +7, not +8 (+6 as a 9-HD magical beast, +1 Dex). Advancement is listed as "10-16 HD (Huge), 21-27 HD (Gargantuan)" - that should be "17-27 HD" for Gargantuan size. Disease Fort save should be DC 19, not DC 15 (10+4+5). [*]p. 124, [b]Madborn Half-Elf, 3rd-level Ranger:[/b] First of all, the "Sample Madborn" description above the stat block calls this guy a "3rd-level half-elf commoner" instead of a ranger. Longsword damage should be 1d8+7/19-20, not 1d8+10/19-20 (1.5 times +3 Str [for wielding the longsword in two hands] = +4, +3 Power Attack). [*]p. 141, [b]Dzarro Silvervein, male dwarf fighter 8:[/b] [i]+1 dwarven waraxe[/i] damage should be 1d10+6/x3, not 1d10+5/x3 (+3 Str, +2 Weapon Specialization, +1 magic weapon bonus). Masterwork light crossbow attacks should be at +9 ranged, not +8 (+8 BAB, +0 Dex, +1 masterwork). [*]p. 141, [b]Captain Malik Otherro, male human paladin 8:[/b] [i]+1 composite longbow[/i] damage should be 1d8+3/x3, not 1d8+2/x3 (+2 Str, +1 magic weapon bonus). Turn undead turning damage should be 2d6+8, not 2d6+4 (Pal8 - 3 = +5, +3 Cha = +8). Caster Level for turning should be 5th, not 1st. [i]+1 merciful greatsword[/i] damage should be 3d6+4 nonlethal/19-20, not 2d6+4/19-20 (although since both are options with the merciful weapon quality, perhaps it would be best to list both as possibilities). [*]pp. 141-142, [b]Thaedrar, magebred heavy warhorse:[/b] Initiative should be +2, not +1 (+2 Dex). Fort should be +11, not +9 (+6 as an 8-HD animal, +5 Con). Ref should be +8, not +6 (+6 as an 8-HD animal, +2 Dex). 50 ft. does not equal 8 squares! (The speed entry should read "40 ft. (8 squares) in chainmail barding, base speed 50 ft." - not base speed 60 ft., as listed, as this magebred animal is of the tracking breed, not the swift breed). BAB should be +6 (as an 8-HD animal), not +3. Grapple should be +16, not +13 (+6 BAB, +4 size, +6 Str). Hoof attacks should be at +11 melee, not +8 (+6 BAB, -1 size, +6 Str). Bite attacks should be at +6 melee, not +3 (+6 BAB, -1 size, +6 Str, -5 for a secondary attack). With 8 HD, it should have 3 feats (plus the 1 bonus feat as a magebred animal), not just 2 plus the bonus one. [*]p. 142, [b]High Cardinal Krozen, male human cleric 12:[/b] AC should be 18, not 21 (-1 Dex, +5 [i]bracers of armor[/i], +4 [i]+2 heavy steel shield[/i]). Flat-footed AC should be 18, not 21. Speed should be 30 ft., not 20 ft., as no armor is being worn that would drag down his movement rate. Finally, the Special Qualities line, which denotes a moderate aura of evil, should state "(temporarily suppressed by [i]undetectable alignment[/i] spell)" at the end as it's been annotated that the spell has already been cast. [*]p. 154, [b]Kieran ir'Talar, male human wizard 5/cleric 1/silver pyromancer 2:[/b] With Int 17, he should know 3 bonus languages. Touch AC should be 11, not 15 (he doesn't get the +4 armor bonus for [i]mage armor[/i], just the +1 Dex). Will should be +11, not +9 (+4 as a Wiz5, +2 as a Clr1, +3 as a SPy2, +2 Wis). Masterwork dagger attacks should be at +3 melee, not +2 (+3 BAB, -1 Str, +1 masterwork). Wizard spells/day should be 4/4/4/3, not 4/4/3/3 (4/3/3/2 as a Wiz6 - Wiz5 plus one arcane spellcasting level as a SPy2 - plus 0/1/1/1 for having 17 Int). Caster Level should be 6th, not 5th. No familiar stats are provided, although his stat block says he has one. Purge undead Will save should be DC 13, not DC 14 (10+3+0). [*]p. 156, [b]Wingwyrd:[/b] Grapple should be +5, not +4 (+3 BAB, +2 Str).[/list]That comes to a total of 28 stat blocks out of the 37 in the book that had problems with them, or nearly 76% of them. (Or, if we drop the missing Regent Moranna ir'Wynarn stats from the equation, we get 27 out of 36, or an even 75%.) Definitely not good by any stretch of the term, and actually [i]worse[/i] than the last two Wizards of the Coast books I've reviewed. (I suppose I should just draw comfort from the fact that at least the developers have mastered the concept of uncanny dodge...or perhaps there were just less NPCs with that ability in this book.) Getting past the numerous stat block errors, though, there's a lot to like about [i]Five Nations[/i]. If you're running an Eberron campaign, this book will really give you the details you need to make each nation seem like a distinct entity; not only does each chapter provide the DM (and players) with the important differences between the five nations, but there are all sorts of little things thrown in, like sample names from each country, common phrases and sayings, and even an "interview with a man (or woman) in the street" detailing what the average person of nation A thinks of nations B, C, D, and E (and a couple extra nearby nations as well). That was another thing I noticed while reading through [i]Five Nations[/i]: whoever decided on the names of the rulers opted to make it easy on us all, because more times than not the name of the leader of the nation begins with the same letter as the nation itself. Thus, Queen [u]A[/u]urala leads [u]A[/u]undair, King [u]B[/u]oranel leads [u]B[/u]reland, and King [u]K[/u]aius leads [u]K[/u]arrnath. While it doesn't hold true for the leaders of Thrane and what was once Cyre, I appreciate the mnemonic memory assistance nevertheless. Other cool things I noticed: the Floating Towers of Arcanix seem to have quite a lot in common with Hogwarts (of Harry Potter fame). First, it's the location of the college of wizardry, where they train students in the arcane arts, just as Hogwarts is where students of the wizardling world go to become wizards and witches. Just as Hogwarts has its four rival Houses - Gryffindor, Slytherin, Ravenclaw, and Hufflepuff - Arcanix has four separate floating buildings, Glarehold, Amberwall, Nocturnas, and Skyreach. Both Arcanix and Hogwarts have building interiors that constantly rearrange their architectures, and in both are liable to be found dangerous creatures roaming the halls. Oh, and there's also a hippogriff stables at Arcanix, so those who can't fly of their own accord (they're called "muggles" in the Potterverse) can access the floating towers. About all that's missing is a quiddich field! [i]Five Nations[/i] will be especially useful to those who enjoy running an intrigue-based campaign, as each of the five nations has their own "secret service" sort of organization, devoted to finding out what they can about the other nations and going on missions in the nation's best interests. While some of these secret orders end up with their own specific prestige classes and other have a much looser organization, the book has everything needed to run such spy-type groups. I also liked how each section has an "Adaptation" section so you can tweak it easily into your own Eberron (or homebrewed) game. Don't like the idea of silver pyromancers combining fire magic and holy power? The concept works just as well using cold spells and chaos magic. Want a psionics-based organization? Tweak the Cyran Avenger prestige class to create Kalashtar Mindstalkers. This "toolbox approach" really helps make [i]Five Nations[/i] more versatile. In conclusion, while (once again) I was very disappointed in the quality of the stat blocks, in this case they don't have as direct a bearing on the material (unlike, say, the [i]Explorer's Handbook[/i], where its mini-adventures are intended to pretty much be dropped as written into a campaign). [i]Five Nations[/i] is much more at the "background material" end of things, and as such I won't allow the poor stat blocks to drag down my review score as much as I would if the book were otherwise. That means I'm going to go with a final rating of a fairly low "4 (Good)," and just keep my fingers crossed that Wizards will have its developers spend a bit more time on stat blocks in the future. [/QUOTE]
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